mantimon-tcg/backend/tests/unit/services/test_game_service.py
Cal Corum 531d3e1e79 Implement GameService.end_game with history archival (GS-005)
- Add GameEndResult dataclass with winner, loser, final views, duration
- Add _map_end_reason() to map core GameEndReason to DB EndReason
  (raises ValueError for unknown reasons to catch missing enum sync)
- Enhance end_game() to build replay data and return comprehensive result
- Add archive_to_history() to GameStateManager for complete game archival:
  - Creates GameHistory record with replay data
  - Deletes ActiveGame record
  - Clears Redis cache
  - All in single transaction
- Add ArchiveResult dataclass for archive operation metadata
- Add TODO for session_factory DI refactor in GameStateManager
- Update tests: 5 new end_game tests, 6 new archive_to_history tests

Phase 4 progress: 10/18 tasks complete

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-29 20:10:27 -06:00

1559 lines
54 KiB
Python

"""Tests for GameService.
This module tests the game service layer that orchestrates between
WebSocket communication and the core GameEngine.
The GameService is STATELESS regarding game rules:
- No GameEngine is stored in the service
- Engine is created per-operation using rules from GameState
- Rules come from frontend at game creation, stored in GameState
Uses dependency injection pattern - no monkey patching required.
"""
from unittest.mock import AsyncMock, MagicMock
from uuid import uuid4
import pytest
from app.core.engine import ActionResult
from app.core.enums import GameEndReason, TurnPhase
from app.core.models.actions import AttackAction, PassAction, ResignAction, SelectActiveAction
from app.core.models.game_state import ForcedAction, GameState, PlayerState
from app.core.win_conditions import WinResult
from app.services.game_service import (
ForcedActionRequiredError,
GameAlreadyEndedError,
GameCreationError,
GameNotFoundError,
GameService,
InvalidActionError,
NotPlayerTurnError,
PlayerNotInGameError,
)
@pytest.fixture
def mock_state_manager() -> AsyncMock:
"""Create a mock GameStateManager.
The state manager handles persistence to Redis (cache) and
Postgres (durable storage).
"""
from app.db.models.game import GameType
from app.services.game_state_manager import ArchiveResult
manager = AsyncMock()
manager.load_state = AsyncMock(return_value=None)
manager.save_to_cache = AsyncMock()
manager.persist_to_db = AsyncMock()
manager.cache_exists = AsyncMock(return_value=False)
manager.archive_to_history = AsyncMock(
return_value=ArchiveResult(
success=True,
game_id="game-123",
history_id="game-123",
duration_seconds=300,
turn_count=10,
game_type=GameType.FREEPLAY,
)
)
return manager
@pytest.fixture
def mock_card_service() -> MagicMock:
"""Create a mock CardService.
CardService provides card definitions for game creation.
"""
return MagicMock()
@pytest.fixture
def mock_engine() -> MagicMock:
"""Create a mock GameEngine.
The engine handles game logic - executing actions and checking
win conditions.
"""
engine = MagicMock()
engine.execute_action = AsyncMock(
return_value=ActionResult(success=True, message="Action executed")
)
return engine
@pytest.fixture
def game_service(
mock_state_manager: AsyncMock,
mock_card_service: MagicMock,
mock_engine: MagicMock,
) -> GameService:
"""Create a GameService with injected mock dependencies.
The mock engine factory is injected via the engine_factory parameter,
eliminating the need for monkey patching in tests.
"""
return GameService(
state_manager=mock_state_manager,
card_service=mock_card_service,
engine_factory=lambda game: mock_engine,
)
@pytest.fixture
def sample_game_state() -> GameState:
"""Create a sample game state for testing.
The game state includes two players and basic turn tracking.
The rules are stored in the state itself (default RulesConfig).
"""
player1 = PlayerState(player_id="player-1")
player2 = PlayerState(player_id="player-2")
return GameState(
game_id="game-123",
players={"player-1": player1, "player-2": player2},
current_player_id="player-1",
turn_number=1,
phase=TurnPhase.MAIN,
)
class TestGameStateAccess:
"""Tests for game state access methods."""
@pytest.mark.asyncio
async def test_get_game_state_returns_state(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test that get_game_state returns the game state when found.
The state manager should be called to load the state, and the
result should be returned to the caller.
"""
mock_state_manager.load_state.return_value = sample_game_state
result = await game_service.get_game_state("game-123")
assert result == sample_game_state
mock_state_manager.load_state.assert_called_once_with("game-123")
@pytest.mark.asyncio
async def test_get_game_state_raises_not_found(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
) -> None:
"""Test that get_game_state raises GameNotFoundError when not found.
When the state manager returns None, we should raise a specific
exception rather than returning None.
"""
mock_state_manager.load_state.return_value = None
with pytest.raises(GameNotFoundError) as exc_info:
await game_service.get_game_state("nonexistent")
assert exc_info.value.game_id == "nonexistent"
@pytest.mark.asyncio
async def test_get_player_view_returns_visible_state(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test that get_player_view returns visibility-filtered state.
The returned state should be filtered for the requesting player,
hiding the opponent's private information.
"""
mock_state_manager.load_state.return_value = sample_game_state
result = await game_service.get_player_view("game-123", "player-1")
assert result.game_id == "game-123"
assert result.viewer_id == "player-1"
assert result.is_my_turn is True
@pytest.mark.asyncio
async def test_get_player_view_raises_not_in_game(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test that get_player_view raises error for non-participants.
Only players in the game should be able to view its state.
"""
mock_state_manager.load_state.return_value = sample_game_state
with pytest.raises(PlayerNotInGameError) as exc_info:
await game_service.get_player_view("game-123", "stranger")
assert exc_info.value.player_id == "stranger"
@pytest.mark.asyncio
async def test_is_player_turn_returns_true_for_current_player(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test that is_player_turn returns True for the current player.
The current player is determined by the game state's current_player_id.
"""
mock_state_manager.load_state.return_value = sample_game_state
result = await game_service.is_player_turn("game-123", "player-1")
assert result is True
@pytest.mark.asyncio
async def test_is_player_turn_returns_false_for_other_player(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test that is_player_turn returns False for non-current player.
Players who are not the current player should get False.
"""
mock_state_manager.load_state.return_value = sample_game_state
result = await game_service.is_player_turn("game-123", "player-2")
assert result is False
@pytest.mark.asyncio
async def test_game_exists_returns_true_when_cached(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
) -> None:
"""Test that game_exists returns True when game is in cache.
This is a quick check that doesn't need to load the full state.
"""
mock_state_manager.cache_exists.return_value = True
result = await game_service.game_exists("game-123")
assert result is True
mock_state_manager.cache_exists.assert_called_once_with("game-123")
class TestJoinGame:
"""Tests for the join_game method."""
@pytest.mark.asyncio
async def test_join_game_success(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test successful game join returns visible state.
When a player joins their game, they should receive the
visibility-filtered state and know if it's their turn.
"""
mock_state_manager.load_state.return_value = sample_game_state
result = await game_service.join_game("game-123", "player-1")
assert result.success is True
assert result.game_id == "game-123"
assert result.player_id == "player-1"
assert result.visible_state is not None
assert result.is_your_turn is True
@pytest.mark.asyncio
async def test_join_game_not_your_turn(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test that is_your_turn is False when it's opponent's turn.
The second player should see is_your_turn=False when the first
player is the current player.
"""
mock_state_manager.load_state.return_value = sample_game_state
result = await game_service.join_game("game-123", "player-2")
assert result.success is True
assert result.is_your_turn is False
@pytest.mark.asyncio
async def test_join_game_not_found(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
) -> None:
"""Test join_game returns failure for non-existent game.
Rather than raising an exception, join_game returns a failed
result for better WebSocket error handling.
"""
mock_state_manager.load_state.return_value = None
result = await game_service.join_game("nonexistent", "player-1")
assert result.success is False
assert "not found" in result.message.lower()
@pytest.mark.asyncio
async def test_join_game_not_participant(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test join_game returns failure for non-participants.
Players who are not in the game should not be able to join.
"""
mock_state_manager.load_state.return_value = sample_game_state
result = await game_service.join_game("game-123", "stranger")
assert result.success is False
assert "not a participant" in result.message.lower()
@pytest.mark.asyncio
async def test_join_ended_game(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test joining an ended game still succeeds but indicates game over.
Players should be able to rejoin ended games to see the final
state, but is_your_turn should be False and game_over should be True.
"""
sample_game_state.winner_id = "player-1"
sample_game_state.end_reason = GameEndReason.PRIZES_TAKEN
mock_state_manager.load_state.return_value = sample_game_state
result = await game_service.join_game("game-123", "player-2")
assert result.success is True
assert result.is_your_turn is False
assert result.game_over is True
assert "ended" in result.message.lower()
@pytest.mark.asyncio
async def test_join_game_includes_pending_forced_action(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test that join_game includes pending forced action in result.
When a player rejoins mid-game and there's a pending forced action
(e.g., select new active after KO), the result should include that
information so the client knows what action is required.
"""
# Add forced action to the game state
sample_game_state.forced_actions = [
ForcedAction(
player_id="player-1",
action_type="select_active",
reason="Your active Pokemon was knocked out. Select a new active.",
params={"available_bench_ids": ["bench-1", "bench-2"]},
)
]
mock_state_manager.load_state.return_value = sample_game_state
result = await game_service.join_game("game-123", "player-1")
assert result.success is True
assert result.pending_forced_action is not None
assert result.pending_forced_action.player_id == "player-1"
assert result.pending_forced_action.action_type == "select_active"
@pytest.mark.asyncio
async def test_join_game_forced_action_sets_is_your_turn(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test that is_your_turn is True when player has forced action.
Even if it's technically the opponent's turn, if this player has
a forced action pending, is_your_turn should be True so they know
they must act.
"""
# Set current player to player-2, but forced action is for player-1
sample_game_state.current_player_id = "player-2"
sample_game_state.forced_actions = [
ForcedAction(
player_id="player-1",
action_type="select_active",
reason="Your active Pokemon was knocked out.",
)
]
mock_state_manager.load_state.return_value = sample_game_state
result = await game_service.join_game("game-123", "player-1")
assert result.success is True
# Player-1 has forced action, so it's their turn to act
assert result.is_your_turn is True
assert result.pending_forced_action is not None
@pytest.mark.asyncio
async def test_join_game_active_game_not_over(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test that game_over is False for active games.
When joining an ongoing game, game_over should be False.
"""
mock_state_manager.load_state.return_value = sample_game_state
result = await game_service.join_game("game-123", "player-1")
assert result.success is True
assert result.game_over is False
class TestExecuteAction:
"""Tests for the execute_action method.
These tests verify action execution through GameService. The mock engine
is injected via the engine_factory parameter in the game_service fixture.
"""
@pytest.mark.asyncio
async def test_execute_action_success(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
mock_engine: MagicMock,
sample_game_state: GameState,
) -> None:
"""Test successful action execution.
A valid action by the current player should be executed and
the state should be saved to cache.
"""
mock_state_manager.load_state.return_value = sample_game_state
mock_engine.execute_action.return_value = ActionResult(
success=True,
message="Attack executed",
state_changes=[{"type": "damage", "amount": 30}],
)
action = AttackAction(attack_index=0)
result = await game_service.execute_action("game-123", "player-1", action)
assert result.success is True
assert result.action_type == "attack"
mock_state_manager.save_to_cache.assert_called_once()
@pytest.mark.asyncio
async def test_execute_action_game_not_found(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
) -> None:
"""Test execute_action raises error when game not found.
Missing games should raise GameNotFoundError for proper
error handling in the WebSocket layer.
"""
mock_state_manager.load_state.return_value = None
with pytest.raises(GameNotFoundError):
await game_service.execute_action("nonexistent", "player-1", PassAction())
@pytest.mark.asyncio
async def test_execute_action_not_in_game(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test execute_action raises error for non-participants.
Only players in the game can execute actions.
"""
mock_state_manager.load_state.return_value = sample_game_state
with pytest.raises(PlayerNotInGameError):
await game_service.execute_action("game-123", "stranger", PassAction())
@pytest.mark.asyncio
async def test_execute_action_game_ended(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test execute_action raises error on ended games.
No actions should be allowed once a game has ended.
"""
sample_game_state.winner_id = "player-1"
sample_game_state.end_reason = GameEndReason.RESIGNATION
mock_state_manager.load_state.return_value = sample_game_state
with pytest.raises(GameAlreadyEndedError):
await game_service.execute_action("game-123", "player-1", PassAction())
@pytest.mark.asyncio
async def test_execute_action_not_your_turn(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test execute_action raises error when not player's turn.
Only the current player can execute actions.
"""
mock_state_manager.load_state.return_value = sample_game_state
with pytest.raises(NotPlayerTurnError) as exc_info:
await game_service.execute_action("game-123", "player-2", PassAction())
assert exc_info.value.player_id == "player-2"
assert exc_info.value.current_player_id == "player-1"
@pytest.mark.asyncio
async def test_execute_action_resign_allowed_out_of_turn(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
mock_engine: MagicMock,
sample_game_state: GameState,
) -> None:
"""Test that resignation is allowed even when not your turn.
Resignation is a special action that can be executed anytime
by either player.
"""
mock_state_manager.load_state.return_value = sample_game_state
mock_engine.execute_action.return_value = ActionResult(
success=True,
message="Player resigned",
win_result=WinResult(
winner_id="player-1",
loser_id="player-2",
end_reason=GameEndReason.RESIGNATION,
reason="Player resigned",
),
)
# player-2 resigns even though it's player-1's turn
result = await game_service.execute_action("game-123", "player-2", ResignAction())
assert result.success is True
assert result.game_over is True
assert result.winner_id == "player-1"
@pytest.mark.asyncio
async def test_execute_action_invalid_action(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
mock_engine: MagicMock,
sample_game_state: GameState,
) -> None:
"""Test execute_action raises error for invalid actions.
When the GameEngine rejects an action, we should raise
InvalidActionError with the reason.
"""
mock_state_manager.load_state.return_value = sample_game_state
mock_engine.execute_action.return_value = ActionResult(
success=False,
message="Not enough energy to attack",
)
with pytest.raises(InvalidActionError) as exc_info:
await game_service.execute_action("game-123", "player-1", AttackAction(attack_index=0))
assert "Not enough energy" in exc_info.value.reason
@pytest.mark.asyncio
async def test_execute_action_game_over(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
mock_engine: MagicMock,
sample_game_state: GameState,
) -> None:
"""Test execute_action detects game over and persists to DB.
When an action results in a win, the state should be persisted
to the database for durability.
"""
mock_state_manager.load_state.return_value = sample_game_state
mock_engine.execute_action.return_value = ActionResult(
success=True,
message="Final prize taken!",
win_result=WinResult(
winner_id="player-1",
loser_id="player-2",
end_reason=GameEndReason.PRIZES_TAKEN,
reason="All prizes taken",
),
)
result = await game_service.execute_action(
"game-123", "player-1", AttackAction(attack_index=0)
)
assert result.game_over is True
assert result.winner_id == "player-1"
assert result.end_reason == GameEndReason.PRIZES_TAKEN
mock_state_manager.persist_to_db.assert_called_once()
class TestForcedActions:
"""Tests for forced action enforcement in execute_action.
When a forced action is pending (e.g., select new active after KO),
only the specified player can act and only with the specified action type.
"""
@pytest.fixture
def game_state_with_forced_action(self) -> GameState:
"""Create a game state with a pending forced action.
The forced action requires player-1 to select a new active Pokemon,
simulating the situation after their active was knocked out.
"""
player1 = PlayerState(player_id="player-1")
player2 = PlayerState(player_id="player-2")
state = GameState(
game_id="game-123",
players={"player-1": player1, "player-2": player2},
current_player_id="player-2", # It's player-2's turn
turn_number=3,
phase=TurnPhase.MAIN,
)
# Add forced action for player-1 (select new active after KO)
state.forced_actions = [
ForcedAction(
player_id="player-1",
action_type="select_active",
reason="Your active Pokemon was knocked out. Select a new active.",
params={"available_bench_ids": ["bench-pokemon-1", "bench-pokemon-2"]},
)
]
return state
@pytest.mark.asyncio
async def test_forced_action_wrong_player_raises_error(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
game_state_with_forced_action: GameState,
) -> None:
"""Test that wrong player attempting action during forced action raises error.
When player-1 has a forced action pending, player-2 cannot act
(even though it's player-2's normal turn) except for resignation.
"""
mock_state_manager.load_state.return_value = game_state_with_forced_action
# player-2 tries to pass, but player-1 has forced action pending
with pytest.raises(NotPlayerTurnError) as exc_info:
await game_service.execute_action("game-123", "player-2", PassAction())
# Error should indicate player-1 must act (forced action player)
assert exc_info.value.player_id == "player-2"
assert exc_info.value.current_player_id == "player-1"
@pytest.mark.asyncio
async def test_forced_action_wrong_action_type_raises_error(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
game_state_with_forced_action: GameState,
) -> None:
"""Test that wrong action type during forced action raises error.
When a forced action requires 'select_active', attempting any other
action type (like 'pass') should raise ForcedActionRequiredError.
"""
mock_state_manager.load_state.return_value = game_state_with_forced_action
# player-1 tries to pass instead of selecting active
with pytest.raises(ForcedActionRequiredError) as exc_info:
await game_service.execute_action("game-123", "player-1", PassAction())
assert exc_info.value.required_action_type == "select_active"
assert exc_info.value.attempted_action_type == "pass"
@pytest.mark.asyncio
async def test_forced_action_correct_action_succeeds(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
mock_engine: MagicMock,
game_state_with_forced_action: GameState,
) -> None:
"""Test that correct action during forced action succeeds.
When player-1 submits the required select_active action,
it should be executed successfully.
"""
mock_state_manager.load_state.return_value = game_state_with_forced_action
mock_engine.execute_action.return_value = ActionResult(
success=True,
message="New active Pokemon selected",
)
action = SelectActiveAction(pokemon_id="bench-pokemon-1")
result = await game_service.execute_action("game-123", "player-1", action)
assert result.success is True
assert result.action_type == "select_active"
@pytest.mark.asyncio
async def test_resign_allowed_during_forced_action(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
mock_engine: MagicMock,
game_state_with_forced_action: GameState,
) -> None:
"""Test that resignation is always allowed, even during forced action.
A player should always be able to resign, regardless of forced
action state. This is a special exception to the forced action rule.
"""
mock_state_manager.load_state.return_value = game_state_with_forced_action
mock_engine.execute_action.return_value = ActionResult(
success=True,
message="Player resigned",
win_result=WinResult(
winner_id="player-2",
loser_id="player-1",
end_reason=GameEndReason.RESIGNATION,
reason="Player resigned",
),
)
# player-1 resigns instead of selecting active
result = await game_service.execute_action("game-123", "player-1", ResignAction())
assert result.success is True
assert result.game_over is True
@pytest.mark.asyncio
async def test_opponent_resign_allowed_during_forced_action(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
mock_engine: MagicMock,
game_state_with_forced_action: GameState,
) -> None:
"""Test that opponent can resign while other player has forced action.
When player-1 has a forced action pending (select active), player-2
should still be able to resign. Resignation is always allowed for
any player at any time.
"""
mock_state_manager.load_state.return_value = game_state_with_forced_action
mock_engine.execute_action.return_value = ActionResult(
success=True,
message="Player resigned",
win_result=WinResult(
winner_id="player-1",
loser_id="player-2",
end_reason=GameEndReason.RESIGNATION,
reason="Player resigned",
),
)
# player-2 resigns while player-1 has forced action pending
result = await game_service.execute_action("game-123", "player-2", ResignAction())
assert result.success is True
assert result.game_over is True
assert result.winner_id == "player-1"
class TestTurnBoundaryPersistence:
"""Tests for turn boundary detection and database persistence.
The game state should be persisted to the database when the turn
changes (either turn number or current player changes).
"""
@pytest.mark.asyncio
async def test_turn_change_triggers_db_persistence(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
mock_engine: MagicMock,
sample_game_state: GameState,
) -> None:
"""Test that turn change triggers database persistence.
When an action causes the turn to change (e.g., pass action
ends turn), the state should be persisted to the database
for durability.
"""
mock_state_manager.load_state.return_value = sample_game_state
def mock_execute(state, player_id, action):
# Simulate turn change: pass action ends turn
state.current_player_id = "player-2"
state.turn_number = 2
return ActionResult(success=True, message="Turn ended")
mock_engine.execute_action = AsyncMock(side_effect=mock_execute)
result = await game_service.execute_action("game-123", "player-1", PassAction())
assert result.success is True
assert result.turn_changed is True
assert result.current_player_id == "player-2"
# DB persistence should have been called due to turn change
mock_state_manager.persist_to_db.assert_called_once()
@pytest.mark.asyncio
async def test_no_turn_change_skips_db_persistence(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
mock_engine: MagicMock,
sample_game_state: GameState,
) -> None:
"""Test that actions without turn change don't persist to DB.
For performance, we only persist to DB at turn boundaries.
Actions within the same turn only update the cache.
"""
mock_state_manager.load_state.return_value = sample_game_state
mock_engine.execute_action.return_value = ActionResult(
success=True,
message="Attack executed",
state_changes=[{"type": "damage", "amount": 30}],
)
result = await game_service.execute_action(
"game-123", "player-1", AttackAction(attack_index=0)
)
assert result.success is True
assert result.turn_changed is False
# Cache should be updated, but DB should NOT be persisted
mock_state_manager.save_to_cache.assert_called_once()
mock_state_manager.persist_to_db.assert_not_called()
@pytest.mark.asyncio
async def test_current_player_change_is_turn_change(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
mock_engine: MagicMock,
sample_game_state: GameState,
) -> None:
"""Test that current player change counts as turn change.
Turn boundaries are detected by either turn number change or
current player change (e.g., forced action completion might
return control to another player).
"""
mock_state_manager.load_state.return_value = sample_game_state
def mock_execute(state, player_id, action):
# Only current player changes, turn number stays same
state.current_player_id = "player-2"
return ActionResult(success=True, message="Player changed")
mock_engine.execute_action = AsyncMock(side_effect=mock_execute)
result = await game_service.execute_action("game-123", "player-1", PassAction())
assert result.turn_changed is True
mock_state_manager.persist_to_db.assert_called_once()
class TestPendingForcedActionInResult:
"""Tests for pending forced action inclusion in GameActionResult.
After executing an action, if there's a new forced action pending,
it should be included in the result so the client knows what's next.
"""
@pytest.mark.asyncio
async def test_pending_forced_action_included_in_result(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
mock_engine: MagicMock,
sample_game_state: GameState,
) -> None:
"""Test that pending forced action is included in result.
When an action results in a forced action being queued (e.g.,
knockout triggers select_active), the result should include
the pending forced action details for the client.
"""
mock_state_manager.load_state.return_value = sample_game_state
def mock_execute(state, player_id, action):
# Action execution adds a forced action (simulating KO)
state.forced_actions = [
ForcedAction(
player_id="player-2",
action_type="select_active",
reason="Your active Pokemon was knocked out.",
params={"available_bench_ids": ["bench-1", "bench-2"]},
)
]
return ActionResult(
success=True,
message="Attack knocked out opponent's Pokemon",
state_changes=[{"type": "knockout"}],
)
mock_engine.execute_action = AsyncMock(side_effect=mock_execute)
result = await game_service.execute_action(
"game-123", "player-1", AttackAction(attack_index=0)
)
assert result.success is True
assert result.pending_forced_action is not None
assert result.pending_forced_action.player_id == "player-2"
assert result.pending_forced_action.action_type == "select_active"
assert result.pending_forced_action.reason == "Your active Pokemon was knocked out."
assert "bench-1" in result.pending_forced_action.params["available_bench_ids"]
@pytest.mark.asyncio
async def test_no_pending_forced_action_when_queue_empty(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
mock_engine: MagicMock,
sample_game_state: GameState,
) -> None:
"""Test that pending_forced_action is None when no forced action.
Normal actions that don't trigger forced actions should return
None for the pending_forced_action field.
"""
mock_state_manager.load_state.return_value = sample_game_state
mock_engine.execute_action.return_value = ActionResult(
success=True,
message="Action executed normally",
)
result = await game_service.execute_action("game-123", "player-1", PassAction())
assert result.pending_forced_action is None
class TestResignGame:
"""Tests for the resign_game convenience method."""
@pytest.mark.asyncio
async def test_resign_game_executes_resign_action(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
mock_engine: MagicMock,
sample_game_state: GameState,
) -> None:
"""Test that resign_game is a convenience wrapper for execute_action.
The resign_game method should internally create a ResignAction
and call execute_action.
"""
mock_state_manager.load_state.return_value = sample_game_state
mock_engine.execute_action.return_value = ActionResult(
success=True,
message="Player resigned",
win_result=WinResult(
winner_id="player-2",
loser_id="player-1",
end_reason=GameEndReason.RESIGNATION,
reason="Player resigned",
),
)
result = await game_service.resign_game("game-123", "player-1")
assert result.success is True
assert result.action_type == "resign"
assert result.game_over is True
class TestEndGame:
"""Tests for the end_game method.
The end_game method handles complete game ending:
- Sets winner and end reason on game state
- Archives game to history via state manager
- Returns GameEndResult with final state
"""
@pytest.mark.asyncio
async def test_end_game_returns_result_with_winner(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test that end_game returns GameEndResult with winner info.
The result should include winner, loser, end reason, and
game statistics from the archive operation.
"""
mock_state_manager.load_state.return_value = sample_game_state
result = await game_service.end_game(
"game-123",
winner_id="player-1",
end_reason=GameEndReason.TIMEOUT,
)
# Verify state was modified
assert sample_game_state.winner_id == "player-1"
assert sample_game_state.end_reason == GameEndReason.TIMEOUT
# Verify result
assert result.success is True
assert result.game_id == "game-123"
assert result.winner_id == "player-1"
assert result.loser_id == "player-2"
assert result.end_reason == GameEndReason.TIMEOUT
assert result.duration_seconds == 300
assert result.turn_count == 10
assert result.history_id == "game-123"
# Verify archive was called
mock_state_manager.archive_to_history.assert_called_once()
@pytest.mark.asyncio
async def test_end_game_includes_final_player_views(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test that end_game result includes visibility-filtered final states.
Each player should receive their own view of the final game state
for displaying the game-over screen.
"""
mock_state_manager.load_state.return_value = sample_game_state
result = await game_service.end_game(
"game-123",
winner_id="player-1",
end_reason=GameEndReason.PRIZES_TAKEN,
)
# Both players should have final views
assert result.player1_final_view is not None
assert result.player2_final_view is not None
assert result.player1_final_view.viewer_id == "player-1"
assert result.player2_final_view.viewer_id == "player-2"
@pytest.mark.asyncio
async def test_end_game_draw(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test ending a game as a draw (no winner).
Some scenarios (timeout with equal scores) can result in a draw.
In this case, winner_id and loser_id should both be None.
"""
mock_state_manager.load_state.return_value = sample_game_state
result = await game_service.end_game(
"game-123",
winner_id=None,
end_reason=GameEndReason.DRAW,
)
assert sample_game_state.winner_id is None
assert sample_game_state.end_reason == GameEndReason.DRAW
assert result.winner_id is None
assert result.loser_id is None
assert result.end_reason == GameEndReason.DRAW
@pytest.mark.asyncio
async def test_end_game_not_found(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
) -> None:
"""Test end_game raises error when game not found."""
mock_state_manager.load_state.return_value = None
with pytest.raises(GameNotFoundError):
await game_service.end_game(
"nonexistent",
winner_id="player-1",
end_reason=GameEndReason.TIMEOUT,
)
@pytest.mark.asyncio
async def test_end_game_archives_with_replay_data(
self,
game_service: GameService,
mock_state_manager: AsyncMock,
sample_game_state: GameState,
) -> None:
"""Test that end_game passes replay data to archive_to_history.
Replay data includes the action log, final turn number, and
rules configuration for future replay functionality.
"""
from app.db.models.game import EndReason
sample_game_state.action_log = [{"type": "attack", "index": 0}]
mock_state_manager.load_state.return_value = sample_game_state
await game_service.end_game(
"game-123",
winner_id="player-1",
end_reason=GameEndReason.PRIZES_TAKEN,
)
# Verify archive was called with replay data
call_kwargs = mock_state_manager.archive_to_history.call_args.kwargs
assert call_kwargs["game_id"] == "game-123"
assert call_kwargs["end_reason"] == EndReason.PRIZES_TAKEN
assert call_kwargs["replay_data"] is not None
assert "action_log" in call_kwargs["replay_data"]
assert call_kwargs["replay_data"]["action_log"] == [{"type": "attack", "index": 0}]
class TestCreateGame:
"""Tests for the create_game method."""
@pytest.fixture
def mock_deck_service(self) -> AsyncMock:
"""Create a mock DeckService for game creation tests."""
from unittest.mock import MagicMock
from app.core.enums import CardType, EnergyType, PokemonStage
from app.core.models.card import Attack, CardDefinition
from app.repositories.protocols import DeckEntry
# Create sample card definitions - need enough for a valid deck (40 cards)
pikachu = CardDefinition(
id="pikachu-001",
name="Pikachu",
card_type=CardType.POKEMON,
stage=PokemonStage.BASIC,
hp=60,
pokemon_type=EnergyType.LIGHTNING,
attacks=[Attack(name="Thunder Shock", damage=20)],
)
service = AsyncMock()
# get_deck_for_game returns expanded list of CardDefinitions (40 cards)
service.get_deck_for_game = AsyncMock(return_value=[pikachu] * 40)
# get_deck returns DeckEntry with energy_cards (20 energy for energy deck)
deck_entry = MagicMock(spec=DeckEntry)
deck_entry.energy_cards = {"lightning": 20}
service.get_deck = AsyncMock(return_value=deck_entry)
return service
@pytest.fixture
def mock_card_service_with_energy(self) -> MagicMock:
"""CardService that can resolve energy card IDs."""
from app.core.enums import CardType, EnergyType
from app.core.models.card import CardDefinition
energy = CardDefinition(
id="energy-basic-lightning",
name="Lightning Energy",
card_type=CardType.ENERGY,
energy_type=EnergyType.LIGHTNING,
)
service = MagicMock()
service.get_card = MagicMock(return_value=energy)
service.get_all_cards = MagicMock(return_value={})
return service
@pytest.fixture
def mock_engine_for_create(self) -> MagicMock:
"""GameEngine mock that returns a successful GameCreationResult.
The mock dynamically creates a game with the player IDs that were
passed to create_game, ensuring visibility checks pass.
"""
from app.core.engine import GameCreationResult
from app.core.models.game_state import GameState, PlayerState
def create_game_side_effect(player_ids, decks, card_registry, **kwargs):
"""Create a game with the provided player IDs."""
p1, p2 = player_ids[0], player_ids[1]
game = GameState(
game_id=kwargs.get("game_id") or "test-game-123",
players={
p1: PlayerState(player_id=p1),
p2: PlayerState(player_id=p2),
},
current_player_id=p1,
card_registry=card_registry,
)
return GameCreationResult(success=True, game=game)
engine = MagicMock()
engine.create_game = MagicMock(side_effect=create_game_side_effect)
return engine
@pytest.mark.asyncio
async def test_create_game_success(
self,
mock_state_manager: AsyncMock,
mock_card_service_with_energy: MagicMock,
mock_engine_for_create: MagicMock,
mock_deck_service: AsyncMock,
) -> None:
"""Test successful game creation.
Verifies that create_game:
1. Loads decks via DeckService
2. Converts cards to instances
3. Calls GameEngine.create_game
4. Persists to cache and database
5. Returns GameCreateResult with player views
"""
from app.core.config import RulesConfig
from app.services.game_service import GameService
service = GameService(
state_manager=mock_state_manager,
card_service=mock_card_service_with_energy,
engine_factory=lambda game: mock_engine_for_create,
creation_engine_factory=lambda rules: mock_engine_for_create,
)
player1_id = uuid4()
player2_id = uuid4()
deck1_id = uuid4()
deck2_id = uuid4()
result = await service.create_game(
player1_id=player1_id,
player2_id=player2_id,
deck1_id=deck1_id,
deck2_id=deck2_id,
rules_config=RulesConfig(),
deck_service=mock_deck_service,
)
assert result.success is True
assert result.game_id == "test-game-123"
assert result.starting_player_id is not None
assert result.player1_view is not None
assert result.player2_view is not None
# Verify decks were loaded
assert mock_deck_service.get_deck_for_game.call_count == 2
assert mock_deck_service.get_deck.call_count == 2
# Verify state was persisted
mock_state_manager.save_to_cache.assert_called_once()
mock_state_manager.persist_to_db.assert_called_once()
@pytest.mark.asyncio
async def test_create_game_deck_load_failure(
self,
mock_state_manager: AsyncMock,
mock_card_service: MagicMock,
mock_engine: MagicMock,
) -> None:
"""Test that deck loading failure raises GameCreationError.
If DeckService fails to load a deck (not found, not owned, etc.),
create_game should raise a clear error.
"""
from app.core.config import RulesConfig
from app.services.game_service import GameService
service = GameService(
state_manager=mock_state_manager,
card_service=mock_card_service,
engine_factory=lambda game: mock_engine,
)
# Mock DeckService that fails
mock_deck_service = AsyncMock()
mock_deck_service.get_deck_for_game = AsyncMock(side_effect=ValueError("Deck not found"))
with pytest.raises(GameCreationError) as exc_info:
await service.create_game(
player1_id=uuid4(),
player2_id=uuid4(),
deck1_id=uuid4(),
deck2_id=uuid4(),
rules_config=RulesConfig(),
deck_service=mock_deck_service,
)
assert "Failed to load decks" in str(exc_info.value)
@pytest.mark.asyncio
async def test_create_game_engine_failure(
self,
mock_state_manager: AsyncMock,
mock_card_service_with_energy: MagicMock,
mock_deck_service: AsyncMock,
) -> None:
"""Test that GameEngine failure raises GameCreationError.
If GameEngine.create_game fails (invalid decks, rule violations),
create_game should raise a clear error.
"""
from app.core.config import RulesConfig
from app.core.engine import GameCreationResult
from app.services.game_service import GameService
# Engine that fails to create game
mock_engine = MagicMock()
mock_engine.create_game = MagicMock(
return_value=GameCreationResult(
success=False, game=None, message="No basic Pokemon in deck"
)
)
service = GameService(
state_manager=mock_state_manager,
card_service=mock_card_service_with_energy,
creation_engine_factory=lambda rules: mock_engine,
)
with pytest.raises(GameCreationError) as exc_info:
await service.create_game(
player1_id=uuid4(),
player2_id=uuid4(),
deck1_id=uuid4(),
deck2_id=uuid4(),
rules_config=RulesConfig(),
deck_service=mock_deck_service,
)
assert "No basic Pokemon" in str(exc_info.value)
@pytest.mark.asyncio
async def test_create_game_missing_energy_card_raises_error(
self,
mock_state_manager: AsyncMock,
mock_deck_service: AsyncMock,
) -> None:
"""Test that missing energy card definition raises GameCreationError.
If an energy card definition cannot be found (e.g., 'energy-basic-fire'
is not in the card registry), game creation should fail immediately
with a clear error rather than silently creating a broken game.
"""
from app.core.config import RulesConfig
from app.services.game_service import GameService
# CardService that returns None for energy cards (simulating missing data)
mock_card_service = MagicMock()
mock_card_service.get_card = MagicMock(return_value=None)
service = GameService(
state_manager=mock_state_manager,
card_service=mock_card_service,
)
with pytest.raises(GameCreationError) as exc_info:
await service.create_game(
player1_id=uuid4(),
player2_id=uuid4(),
deck1_id=uuid4(),
deck2_id=uuid4(),
rules_config=RulesConfig(),
deck_service=mock_deck_service,
)
assert "Energy card definition not found" in str(exc_info.value)
assert "energy-basic-" in str(exc_info.value)
class TestDefaultEngineFactory:
"""Tests for the _default_engine_factory method.
This method is responsible for creating a GameEngine configured
with the rules from a specific game's state.
"""
def test_default_engine_uses_game_rules(
self,
mock_state_manager: AsyncMock,
mock_card_service: MagicMock,
sample_game_state: GameState,
) -> None:
"""Test that default engine is created with the game's rules.
The engine should use the RulesConfig stored in the game state,
not any default configuration.
"""
# Create service without mock engine to test default factory
service = GameService(
state_manager=mock_state_manager,
card_service=mock_card_service,
)
engine = service._default_engine_factory(sample_game_state)
# Engine should have the game's rules
assert engine.rules == sample_game_state.rules
def test_default_engine_with_rng_seed(
self,
mock_state_manager: AsyncMock,
mock_card_service: MagicMock,
sample_game_state: GameState,
) -> None:
"""Test that engine uses seeded RNG when game has rng_seed.
When a game has an rng_seed set, the engine should use a
deterministic RNG for replay support.
"""
service = GameService(
state_manager=mock_state_manager,
card_service=mock_card_service,
)
sample_game_state.rng_seed = 12345
engine = service._default_engine_factory(sample_game_state)
# Engine should have been created successfully
assert engine is not None
def test_default_engine_without_rng_seed(
self,
mock_state_manager: AsyncMock,
mock_card_service: MagicMock,
sample_game_state: GameState,
) -> None:
"""Test that engine uses secure RNG when no seed is set.
Without an rng_seed, the engine should use cryptographically
secure random number generation.
"""
service = GameService(
state_manager=mock_state_manager,
card_service=mock_card_service,
)
sample_game_state.rng_seed = None
engine = service._default_engine_factory(sample_game_state)
assert engine is not None
def test_default_engine_derives_unique_seed_per_action(
self,
mock_state_manager: AsyncMock,
mock_card_service: MagicMock,
sample_game_state: GameState,
) -> None:
"""Test that different action counts produce different RNG sequences.
For deterministic replay, each action needs a unique but
reproducible RNG seed based on game seed + action count.
"""
service = GameService(
state_manager=mock_state_manager,
card_service=mock_card_service,
)
sample_game_state.rng_seed = 12345
# Simulate first action (action_log is empty)
sample_game_state.action_log = []
engine1 = service._default_engine_factory(sample_game_state)
# Simulate second action (one action in log)
sample_game_state.action_log = [{"type": "pass"}]
engine2 = service._default_engine_factory(sample_game_state)
# Both engines should be created successfully
# (They will have different seeds due to action count)
assert engine1 is not None
assert engine2 is not None
class TestExceptionMessages:
"""Tests for exception message formatting."""
def test_game_not_found_error_message(self) -> None:
"""Test GameNotFoundError has descriptive message."""
error = GameNotFoundError("game-123")
assert "game-123" in str(error)
assert error.game_id == "game-123"
def test_not_player_turn_error_message(self) -> None:
"""Test NotPlayerTurnError has descriptive message."""
error = NotPlayerTurnError("game-123", "player-2", "player-1")
assert "player-2" in str(error)
assert "player-1" in str(error)
assert error.game_id == "game-123"
def test_invalid_action_error_message(self) -> None:
"""Test InvalidActionError has descriptive message."""
error = InvalidActionError("game-123", "player-1", "Not enough energy")
assert "Not enough energy" in str(error)
assert error.reason == "Not enough energy"
def test_player_not_in_game_error_message(self) -> None:
"""Test PlayerNotInGameError has descriptive message."""
error = PlayerNotInGameError("game-123", "stranger")
assert "stranger" in str(error)
assert "game-123" in str(error)
def test_game_already_ended_error_message(self) -> None:
"""Test GameAlreadyEndedError has descriptive message."""
error = GameAlreadyEndedError("game-123")
assert "game-123" in str(error)
assert "ended" in str(error).lower()
def test_forced_action_required_error_message(self) -> None:
"""Test ForcedActionRequiredError has descriptive message.
The error should clearly indicate what action was required
and what action was incorrectly attempted.
"""
error = ForcedActionRequiredError("game-123", "player-1", "select_active", "pass")
assert "select_active" in str(error)
assert "pass" in str(error)
assert error.required_action_type == "select_active"
assert error.attempted_action_type == "pass"